#ifdef GL_FRAGMENT_PRECISION_HIGH
   // Default precision
   precision highp float;
#else
   precision mediump float;
#endif

uniform sampler2D sTexture;

varying vec2  vTexCoord;
//varying vec4  vColor;

void main(void)
{
   gl_FragColor = texture2D(sTexture, vTexCoord) /** vColor*/;
}